D&D Beet the Vandel Buster PEACH and contribute [Archive] - Wizards Community

Post/Author/DateTimePost
Holy_Beholder

03-13-07, 11:22 PM
I was wondering if anyone else wanted to help me stat some of the Beet monsters and vandels.
Okay, has anyone else here seen the Beet Anime? What about the comic book? They're pretty similar. It also fits pretty naturally with D&D, since beginning busters are pretty pathetic. It would make a good class. Since the Beet comic books have a level brand system in them for some reason, and it goes well beyond twenty, it would work well. I'm not very good at making classes, but how's this?

Lv. BAB Fort Save Ref Save Will Save Special
1 +1 2 2 0 Select Weapon
2 +2 3 3 0 Select Element
3 +3 3 3 1
4 +4 4 4 1 Weapon
Specialization
5 +5 4 4 1
6 +6/+1 5 5 2
7 +7/+2 5 5 2 Second Element
8 +8/+3 6 6 2
9 +9/+4 6 6 3 True Specialist
10 +10/+5 7 7 3 Speed Bonus
11 +11/+6/+1 7 7 3
12 +12/+7/+2 8 8 4 Third Element
13 +13/+8/+3 8 8 4
14 +14/+9/+4 9 9 4 Great Specialist
15 +15/+10/+5 9 9 5
16 +16/+11/+6/+1 10 10 5 Fourth Element
17 +17/+12/+7/+2 10 10 5 Unlimited Leap
18 +18/+13/+8/+3 11 11 6 Master Special
19 +19/+14/+9/+4 11 11 6 Final Element
20 +20/+15/+10/+5 12 12 6 Saiga

Select Weapon-A buster is proficient with only one weapon. Whichever they select. If they use any other weapon, they lose all special buster traits. With weapon specialization they may elect to take a second weapon, however, whenever a weapon improves they must pick which.

Select Element-A buster chooses an element they can make attacks with, and gets a basic attack for that element. Attacks will be listed down below eventually, especially if someone decides to help here.

Weapon Specialization-The attack bonus for the chosen weapon increases to +1.

Second Element-A buster gains a second element, and gets a level two attack for their first, and a level one for the second.

True Specialist-The attack bonus for the chosen weapon increases to +2

Speed bonus-Speed increases by 10 ft

Third element-A third element with a level one attack is gained. The other two increase by one, gain an attack.

Great Specialist-The attack bonus for the chosen weapon increases to +3, damage increases to +1

Fourth Element-A fourth element with a level one attack is gained. The other three increase by one, gain an attack.

Unlimited Leap-Height restrictions on jumps are eliminated, a +6 bonus is given to jump

Master Special-The attack bonus for the chosen weapon increases to +4, damage increases to +2

Final Element-A fifth element with a level one attack is gained. The other four increase by one, gain an attack.

Saiga-The ultimate weapon is crafted by the players from their souls. It is a +5 weapon of their type which is aligned(anarchic, axiomatic, holy, ect.), and bane against outsiders(vandels)


Note: While the Vandel buster will gain more gold than they should, the situation is easily remedied. Canneks (gold eating, semi feline critters) take care of overflow gold. Quickly, easily, efficiently, and cutely(when it's someone elses gold)

Also will someone please make the Broad Buster prestige class. I have no idea how to go about it.
Holy_Beholder

03-14-07, 12:13 PM
No-one here yet. Joy. Anyhow, for anyone who actually takes a look, here comes Garonewt(with blocks). Oh, and if anyone wants to change this feel free. Or add beltorze. I so call the tough grineed.

Garonewt
Large Outsider(Vandel)
Hit dice: 30d8+90(225)
Initiative: -1
Speed: 15ft
Armor Class: 33 (-1 size -1dex +15 natural +10 deflection) Flat Footed 33, Touch 18
Base Attack/Grapple:+30/+46
Attack: Rock Hard Punch(5d6+18)+42/
Full Attack: Rock Hard Punch(5d6+18)+42/+37/+32/+27
Space Reach:10ft/10ft
Special Attacks: Crushing Grab(5d6+18), Summon Monster, Gravity Field
Special Qualities: Deflecting Arms, Damage Reduction 35/epic, Spell resistance 43
Saves:Fort 23, Ref 16, Will 22
Abilities: Str 35, Dex 8, Con 23, Int 20, Wis 21, Cha 15
Skills:
Feats:
Enviroment: Desert, or attacking
Challenge Rating: No Idea
Organization: Unique
Alignment: Lawful Evil
Advancement:Become Garonewt(no blocks)
Level Adjustment: N/A

Crushing Grab: When Garonewt Grabs an opponent, he can do 5d6+18 crush damage per turn, as well as carry out a full attack. If his deflecting arms catch an attack, half of the damage goes to the guy he is carrying.

Summon Monster: Whenever Garonewt crushes one of the several thousand blocks he has around his body, an enemy or two appears. He often uses this as a ready action, for when a buster decides to use a special attack(epic buster) And are half way through charging it, then he summons a powerful monster to absorb the attack for him.


Gravity Field: When within a fifty foot radius of garonewt, make a DC 40 will save each turn. If it fails, you can't move. If you succeed, you get a move action.

Deflecting Arms: Garonewt has a 80% chance of deflecting any attack that hits him, furthermore, when grappling a medium or smaller opponent, they take half the damage from that attack.


Yes, Garonewt is overpowered. Thats because he's one of the strongest seven star vandels(Beltorze, Noah(who hates fighting), and Grineed are better than this form, blockless only beltorze) (Rodina, Hysterio, and Grineeds wimpy form, are weaker) So are all 6, 5, 4, 3, 2, 1, or 0 star vandels

He beat the tar out of a warrior with 5 saiga given to him by the toughest warriors that ever existed. And I mean epic level saiga, one of which resisted the gravity field, and was vorpal. Then he emptied his blocks into a city, completly circumventing its shield that was supposed to prevent mosters from entering by the sky. Then he blew the gate off, so the city was rendered helpless, and the Arc Warriors(All ten of which grinneed annihilated in a matter of seconds *cough* coup de gras while paralyzed by gravity field *cough*) had to stay and protect it. The Arc warriors are incredibly tough too.
Holy_Beholder

03-14-07, 11:19 PM
Still no-one here. Okay here comes the Ironrhino. Okay this is its description from Beet 9 (yes, the graphic novel. Live with it) A rhinoceros-like monster with incredible power and the ability to charge at great speeds. It has solid control over both its gigantic body and steel horn, and it can trample people with ease. Since itsbody is shrouded in thick armor ordinary Busters can barely injure it.

Okay, incredible power-At least 16 HD
Ability to charge at great speeds-Charges at 4 times speed
Gigantic Body-Large, Upgraded version huge
Steel horn-Ooh, Heavy Damage
Can trample people with ease-Trample attack, heavy damage
Shrouded in thick armor-Plenty of natural armor
Ordinary busters can barely injure it-High Challenge rating
So it is probalbly a construct or magical beast. And yes this is the monster that blocked the obscenely powerful special attack aimed at garonewt. That and his arms.

Large Magical beast (Metal)
HD:16d10+48
Init: 4
Speed:40 ft
Armor Class: 34 (-1 size, +25 natural)
BA/Grpl:+16/unable
Atk: Gore (2d6+9)
Full Atk: Gore +22/+17/+12/+7
Space/Reach:10ft/5ft
Special Attacks: Powerful charge, trample
Special Qualities: Can't Grapple, Damage resistance 15/magic, Onrush
Saves: Fort +16, Ref +10, Will +5
Abilitites: Str 25, Dex 10, Con 16, Int 3, Wis 10, Cha 10
Skills: None
Feats: Improved Initiative, Power Attack, Improved Bull Rush, Awesome Blow, Improved Natural Attack, Improved Natural Armor
Enviroment: Anywhere
Organization: solitary, pair, or group(10-20)
Challenge Rating: 14
Treasure: No goods, No items
Alignment: Neutral Evil
Advancement:17-22 HD large 23-30 HD huge
Level Adjustment:--

Powerful Charge: When the Ironrhino charges it adds an extra 7d6 to damage

Trample: When the Ironrhino charges it hits everyone in its path.

Onrush: When the Ironrhino charges it covers 160ft, instead of the usual 80.
Holy_Beholder

03-14-07, 11:28 PM
Garonewt (No Blocks)

Garonewt
Large Outsider(Vandel)
Hit dice: 30d8+90(225)
Initiative: -1
Speed: 60 ft
Armor Class: 43 (-1 size +8 dex +15 natural +10 deflection +1 dodge) Flat Footed 33, Touch 28
Base Attack/Grapple:+30/+46
Attack: Rock Hard Punch(5d6+18)+42/
Full Attack: Rock Hard Punch(5d6+18)+42/+37/+32/+27
Space Reach:10ft/10ft
Special Attacks: Crushing Grab(5d6+18), Gravity Field
Special Qualities: Deflecting Arms, Damage Reduction 35/epic, Spell resistance 43, Permanent Haste
Saves:Fort 23, Ref 16, Will 22
Abilities: Str 35, Dex 26 , Con 23, Int 20, Wis 21, Cha 15
Skills:
Feats:Power Attack, Cleave, Great Cleave, Improved Bull rush, Awesome blow. Dodge, Spring Attack
Enviroment: Desert, or attacking
Challenge Rating: Higher than the other garonewt's
Organization: Unique
Alignment: Lawful Evil
Advancement:Become Garonewt(no blocks)
Level Adjustment: N/A
Holy_Beholder

03-17-07, 10:45 PM
Since there is still no one here, here comes the icicle bat. Book nine says

"A bat made of rock. It's a nocturnal monster that always moves in flocks. It hides in caves during the day. It turns into a stalactite and drops onto people who get too close. Because it can fall with great force, it's more dangerous than it appears."

Icicle Bat
Tiny magical beast.
Hit dice:3d10-3(14 hp)
Init: +6
Speed: Fly 25
AC: 15 (+2 dex +3 natural)
BA/Grapple: +1/-3
Attack: Slam(1d6-2)
Full Attack: Slam(1d6-2)
Space/Reach: 0ft
SA: Drop Attack
SQ: Damage resistance 5/magic, Dark vision 120 ft, low light vision,
Saves:Fort+2, Ref +5, Will +0
Abilities: Str 6, Dex 15, Con 8, Int 3, Wis 10, Cha 10
Skills: Hide +15
Feats: Improved Initiative, Flyby Attack
Environment: Caves
Organization: Flock(6-30)
Challenge Rating: 3
Treasure: Standard coins, no goods, no items
Alignment: Always neutral evil.
Advancement: 4-6 HD tiny.
LA:--

Drop Attack:When a person walks within five feet of an icicle bat hanging up, they fall from the celing and do 4d10-8 damage, Reflex 15 negates.
When you need lots of wimps, these guys do the job. Or you can use the biting clam, which I will get to tomorrow(I hope)
Holy_Beholder

03-18-07, 08:21 PM
That should be reflex DC 15 half